/Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/InputMappingContext.h
UInputMappingContext: A collection of key to action mappings for a specific input context Could be used to: Store predefined controller mappings (allow switching between controller config variants). TODO: Build a system allowing redirects of UInputMappingContexts to handle this. Define per-vehicle control mappings Define context specific mappings (e.g. I switch from a gun (shoot action) to a grappling hook (reel in, reel out, disconnect actions). Define overlay mappings to be applied on top of existing control mappings (e.g. Hero specific action mappings in a MOBA)
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Config=Input) class UInputMappingContext : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)
FText
ContextDescription
Localized context descriptor.
TArray<FEnhanc...
Mappings
List of key to action mappings.